Change Notes for August 8, 2018
- Interstitials
- Next Up:
- Shows you what's going to happen on the next dimension
- Floor and wall art change to match what's up coming
- random enemies from the upcoming level are thrown at the screen.
- May decide to animate them in the future. May not.
- End of Dimension
- Shows you a visual representation of all of the critters you've killed
- Not sure I like it.
- If I do, then on the sound design phase, I'll change it so they show up "one at a time" which a stomping noise. Or maybe once stomp for each type of enemy.
- yeah, that seems more likely, otherwise, we'll be here all day.
- Fix a few bugs:
- The dimension picker was all messed up
- I was trying to be too clever when I first wrote it
- If the code you write is at the limits of your cleverness, then you are, by definition, too stupid to debug it.
- I was.
- Had to rewrite it from scratch
- At game start, it shuffles the list of available dimensions.
- You'll go through that list until you've seen them each once.
- Then it reshuffles.
- So, the last of one complete run and the first of the next could be the same, otherwise, you won't see duplicates.
- Found another "script_execute" bug or three.
- Had my functions calls formatted wrong which resulted in some odd behavior.
- Will do a dev-blog post on this as it's an interesting GMS2 specific behavior
- My point-defense upgrade for the missile rig was setting the score rather than adding to it (= rather than +=)